• Title/Summary/Keyword: 4D 시각화

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A historical study of the Large Banner, a symbol of the military dignity of the Late Joseon Dynasty (조선 후기 무위(武威)의 상징 대기치(大旗幟) 고증)

  • JAE, Songhee;KIM, Youngsun
    • Korean Journal of Heritage: History & Science
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    • v.54 no.4
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    • pp.152-173
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    • 2021
  • The Large Banner was introduced during the Japanese Invasions of Korea with a new military system. It was a flag that controlled the movement of soldiers in military training. In addition, it was used in other ways, such as a symbol when receiving a king in a military camp, a flag raised on the front of a royal procession, at the reception and dispatch of envoys, and at a local official's procession. The Large Banner was recognized as a symbol of military dignity and training rites. The Large Banner was analyzed in the present study in the context of two different types of decorations. Type I includes chungdogi, gakgi and moongi. Type II includes grand, medium, and small obangi, geumgogi and pyomigi. Each type is decorated differently for each purpose. The size of the flag is estimated to be a square of over 4 ja long in length. Flame edges were attached to one side and run up and down The Large Banner used the Five Direction Colors based on the traditional principles of Yin-Yang and Five Elements. The pattern of the Large Banner is largely distinguished by four. The pattern of large obangi consists of divine beasts symbolizing the Five Directions and a Taoism amulet letter. The pattern of medium obangi features spiritual generals that escort the Five Directions. The pattern of small obangi has the Eight Trigrams. The pattern of moongi consists of a tiger with wings that keeps a tight watch on the army's doors. As for historical sources of coloring for Large Banner production, the color-written copy named Gije, from the collection of the Osaka Prefect Library, was confirmed as the style of the Yongho Camp in the mid to late 18th century, and it was also used for this essay and visualization work. We used Cloud-patterned Satin Damask as the background material for Large Banner production, to reveal the dignity of the military. The size of the 4 ja flag was determined to be 170 cm long and 145 cm wide, and the 5 ja flag was 200 cm long and 175 cm wide. The conversion formula used for this work was Youngjochuck (1 ja =30cm). In addition, the order of hierarchy in the Flag of the King was discovered within all flags of the late Joseon Dynasty. In the above historical study, the two types of Large Banner were visualized. The visualization considered the size of the flag, the decoration of the flagpole, and the patterns described in this essay to restore them to their original shape laid out the 18th century relics on the background. By presenting color, size, material patterns, and auxiliary items together, it was possible not only to produce 3D content, but also to produce real products.

A Study on Audio-Visual Expression of Biometric Data Based on the Polysomnography Test (수면다원검사에 기반한 생체데이터 시청각화 연구)

  • Kim, Hee Soo;Oh, Na Yea;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.35
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    • pp.145-155
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    • 2018
  • The goal of the study is to provide a new type of audio-visualization method through case analysis and work production based on Polysomnography(PSG) data that is difficult to interpret or not familiar to the public. Most art works are produced with conscious actions during waking hours. On the other hand, during sleep, we get into the world of unconsciousness. Therefore, through the experiment, want to discover if could get something new when we were in the subconscious state, and if so, wondered what kind of art could be made through it. The study method is to consider definition of sleep and sleep data first. The sleep data were classified into normal group and Narcolepsy, Insomnia, and sleep apnea by focusing on sleep disorder graphs that is measured by sleep polygraph. After that, I refined and converted the acquired biometric data into a text-based script. The degree of sleep in the text form of the script was rendered as a 3D animated image using Maya. In addition, the heart rate data script was transformed into a midi format, and the audition was implemented in the garage band. After Effects combines the image and sound to create four single channel images of 3 minutes and 20 seconds each. As a result of the research, I made an opportunity for anyone easy to understand the results, having difference with the normal data, through art instead of using difficult medical term. It also showed the possibility of artistic expression even when conscious actions did not occur. Through the results of this research, I expect the expansion and diversity of artistic audiovisual expression of biometric data.

A Study on the Utilization Improvements by Function Analysis of the Construction CALS (건설 CALS 시스템의 기능분석을 통한 활용성 개선방안 연구)

  • Kang, LeenSeok;Han, DongHo;Park, NamJin;Moon, HyounSeok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.31 no.3D
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    • pp.441-450
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    • 2011
  • Recent construction projects consist of large and complex facilities, which project management information system (PMIS) is used for managing construction cost and schedule. The ministry of land, transport and maritime affairs (MLTM) is using a continuous acquisition and life-cycle support (CALS) system for managing the public construction projects. This study attempts to survey some problems of the CALS system in practical application, and then suggests the new functions to improve practical application of the CALS system. All functions in each menu were analyzed in the practical application aspect. All projects ordered from MLTM should use the CALS system as a PMIS, but the practical application is limited in partial functions and special working group. And the utilization of system is focused on simple tasks and report process. One of main reason is that the system is using numerical data rather than graphical data. This study suggests new functions and a visualized management method that can improve the practical applicability using a 4D object in each current functions.

Characteristic and Accuracy Analysis of Digital Elevation Data for 3D Spatial Modeling (3차원 공간 모델링을 위한 수치고도자료의 특징 및 정확도 분석)

  • Lee, Keun-Wang;Park, Joon-Kyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.744-749
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    • 2018
  • Informatization and visualization technology for real space is a key technology for construction of geospatial information. Three-dimensional (3D) modeling is a method of constructing geospatial information from data measured by various methods. The 3D laser scanner has been mainly used as a method for acquiring digital elevation data. On the other hand, the unmanned aerial vehicle (UAV), which has been attracting attention as a promising technology of the fourth industrial revolution, has been evaluated as a technology for obtaining fast geospatial information, and various studies are being carried out. However, there is a lack of evaluation on the quantitative work efficiency and data accuracy of the data construction technology for 3D geospatial modeling. In this study, various analyses were carried out on the characteristics, work processes, and accuracy of point cloud data acquired by a 3D laser scanner and an unmanned aerial vehicle. The 3D laser scanner and UAV were used to generate digital elevation data of the study area, and the characteristics were analyzed. Through evaluation of the accuracy, it was confirmed that digital elevation data from a 3D laser scanner and UAV show accuracy within a 10 cm maximum, and it is suggested that it can be used for spatial information construction. In the future, collecting 3D elevation data from a 3D laser scanner and UAV is expected to be utilized as an efficient geospatial information-construction method.

New IT R&D 발전방안

  • Choe, Mun-Gi
    • Information and Communications Magazine
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    • v.26 no.1
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    • pp.25-30
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    • 2009
  • IT산업은 '97년 외환위기를 기점으로 고성장을 거듭하였고, 세계 10위권 규모의 경제 강국으로 성장하는데 있어 국내 산업의 대표적인 성장동력으로서 자리 매김하였다. 하지만, 최근 성장률이 예전만 못하다는 우려의 목소리와 함께 IT가 한 단계 더 업그레이드하기 위해서는 자신의 허물을 과감히 벗는 용기가 필요하다는 것이 일반적인 시각이다. 이러한 흐름속에서 기존 IT전략과 차별화된 New IT 발전방안을 수립하게 되었다. 지금까지의 IT전략이 IT 고도화 추진을 위한 IT 중심 발전 전략이었다면, New IT전략은 IT기반 융합산업, IT융합 신산업, Next IT산업 등3대 성장축간 시너지 창출이 가능한 IT로의 수렴과 확산이 핵심이라고 할 수 있다. IT기반 융합산업의 최종 목표는 전통산업과 IT가 만나 자동차, 조선, 의료, 국방, 건설, 섬유, 기계항공 등 7개 주력기간산업의 고부가가치화 및 초일류화를 우선 실현하는 것이다. IT융합 신산업의 최종 목표는 나노(NT), 바이오(BT), 인지기술(CT) 등 비(非)IT와 교감을 통하여 IT가 에너지, 환경, 건강 등 사회적 문제를 해결하고, 녹색성장 추진의 핵심인 5대 신산업을 창출하는데 있다. 5대 신산업으로는 Green IT산업, Welfare-Infra산업, 감성조명산업, 인지단말산업, THz응용산업 등을 꼽을 수 있다. Next IT산업은 기존 14대 IT 분야를 'ETRI 비전 2020' 등 미래 청사진을 바탕으로 장기적 관점에서 재설계한 것이며, 최종 목표는 TDX, 4M D램, CDMA, 와이브로, DMB, NoLA 등 IT 강국 계보를 이어갈 4G, 미래인터넷, Smart Radio, 실감미디어, 웹3.0, 투명전자소자 등 미래 유망 핵심원천기술을 확보하고, IT 경쟁력을 강화하는 것이다.

Development of Robot Performance Platform Interoperating with an Industrial Robot Arm and a Humanoid Robot Actor (산업용 로봇 Arm과 휴머노이드 로봇 액터를 연동한 로봇 공연 플랫폼 개발)

  • Cho, Jayang;Kim, Jinyoung;Lee, Sulhee;Lee, Sang-won;Kim, Hyungtae
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.487-496
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    • 2020
  • For the purpose of next generation technology for robot perfomances, a RAoRA (Robot Actor on Robot Arm) structure was proposed using a robot arm joined with a humanoid robot actor. Mechanical analysis, machine design and fabrication were performed for motions combined with the robot arm and the humanoid robot actor. Kinematical analysis for 3D model, spline interpolation of positions, motion control algorithm and control devices were developed for movements of the robot actor. Preliminary visualization, simulation tools and integrated operation of consoles were constructed for the non-professionals to produce intuitive and safe contents. Air walk was applied to test the developed platform. The air walk is a natural walk close to a floor or slow ascension to the air. The RAoRA also executed a performance with 5 minute-running time. Finally, the proposed platform of robot performance presented intensive and live motions which was impossible in conventional robot performances.

Expression of Abstractive Metaphor in Animatrix (애니매트릭스에 나타난 추상적 메타포 표현)

  • Kim, Kyung-Ae
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.141-149
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    • 2007
  • In this study, the use of abstraction has been considered, focusing on the abstract metaphoric expressions presented in Animatrix and it has a purpose as the case study in the use of abstraction as a unique element of animation in which imaginative ideas and stimuli are significantly important and the pioneering works of abstract animations were produced in the early 20th century. The abstract metaphors expressed in The Second Renaissance Part1 & Part2 and Matriculated among the episodes of Animatrix, the animation produced in the omnibus form directed by Wachowski Brothers and great Master in the world, can be analyzed into Anima of Abstraction abstractively expressing organic vital power, Extensity of Abstraction which 4D space is realized possibly recognizing the human emotions as well as 3D space, and Conceptualization of Abstraction directly presenting the human mentality and imaginary world.

A study on the applied Virtual Reality in the On-Line marketing of the shoes (On-Line 신발주문 반품률 제고를 위한 가상현실 적용사례)

  • Choi, Sung-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.191-200
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    • 2004
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D virtual reality.

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Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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